3) Weapon Packs for KotOR and TSL
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Take a look and see:TSLKotOR
The gladius in the second screenshot is a WIP at the moment...
I know there's not a lot of weapons there, but since I'm modifying stock models it's very difficult to come up with inspiration. I was thinking about combining the sets of weapons to create a bigger one for each game, but that's probably porting, so I'm chairy about doing it until I've been told categorically that it doesn't count.

4) Korriban Duelling Arena
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I did a little work on this some months back, but not much since. I should get back to work on it at some point. Probably once (if!) Rhen Var is finished.

6) Drumond Kaas for TSL
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Again, still in brainstorming. The Dxun modules would be re-used for it.

7) Jedi Academy Coruscant (TSL)
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VERY iffy about doing this. If i *DID* do it, it would probably comprise 262TEL, 950COR and 610DAN. Still thinking about it, I make no promises about this mod.

And here's one of my favourite silly screenshots, which I call "SUPERMALAK!":

Heheh. Thanks. Glad you liked the reskin + the mandalorian sword. That sword took forever, but I think it works quite well...After all, the Mandalorians and the Klingons don't think that differently...
Here's a sneak preview of my recruit mod v2.0:The teeth the bite, the claws that catch..."

Good luck on the recruit mod. Way back I tried to make a recruit me mod, and in TSL it was tough to do. Of course I was even worse at scripting than I am now, so I had numerous problems with spawning, etc.

I see Well I never actually finished a recruit mod from either game, but from what I could tell from fooling around with it, making recruit mods for KotOR is much easier than TSL, and it's easier to fit the character in with the storyline.

On the landing pad, at that point I'd only just started work on it. Now (as I work on the placeables...The horror!), I'm onto my fourth day of work on it. Does anyone know the names in the drop-down box for the octagonal cylinder and the plasteel cylinder, or the name for the hexagonal doors used on the Droid Planet? Ta.

I'm having real problems with my attempts to add another room to this module, namely 711kore. In theory it should work, but whenever I load the module in-game, the walkmesh isn't there, even though its in the override folder.

Thanks!
On the landing pad, at that point I'd only just started work on it. Now (as I work on the placeables...The horror!), I'm onto my fourth day of work on it. Does anyone know the names in the drop-down box for the octagonal cylinder and the plasteel cylinder, or the name for the hexagonal doors used on the Droid Planet? Ta.

I'm having real problems with my attempts to add another room to this module, namely 711kore. In theory it should work, but whenever I load the module in-game, the walkmesh isn't there, even though its in the override folder.

If you are not using Fred's KotOR Tool to edit your moduels, I suggest you use "GFF Editor" and "Where am I Band". TK102 and Darth333 worked hard on these items, and I would suggest them to anyone.

If you are not using Fred's KotOR Tool to edit your moduels, I suggest you use "GFF Editor" and "Where am I Band". TK102 and Darth333 worked hard on these items, and I would suggest them to anyone.

Yes, I am using all of these items.
They do not help when trying to put room models from different modules together. I am attempting to take part of 262TEL and add parts of 711KOR. The Module editor, while versatile, does not allow this. GFF editors on their own will not allow this. But thank you for the suggestions.

Well, I finally got around to doing something I promised to do ages ago: Make unique + come up with alternative colours for Oldflash's "fork" shortsabre, and here is a picture of the results:

Now, all I need is to seek Oldflash's permission to release them and upload them to pcgm, which should be done by the end of the week at the latest

@Skye: Yeah, I need to tweak the fog in the distance a bit, make it a bit darker or something...

@Someone more experienced: I'm having problems with creating modules by editing the number of rooms/ layout data in general. The rooms are fine in themselves, and the walkmesh is not a problem, or moving them into place, but whenever I reach the point of crossing between rooms, the walkmesh comes to an abrupt halt, and I can't get through into the room beyond, except by what I think is a glitch...Has anyone ever succeeded with this kind of thing?

Looking good, Darth! Are you sewing together bits of modules to create new ones because I didn't think that could be done. Also - how have you managed to change the colour of the sunlight in 801DRO? Have you simply offset that colouration by having the textures of an ultra blue fashion? I like those colours for the fork sabres... keep up the good work.

Err, not yet, I'm afraid. I still haven't got them all into position. And since I'm using virtually all of 711KOR and the meditation chamber + ramp of 262TEL, as seen previously, there's not much to see, I'm afraid...